*'''R&eacute;compenses ([[File:right.gif]] or [[File:left.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]] [While Close])''' - Quite the lascivious, provocative throw, this move has a heightened application in conjunction with Ash's Fructidor ([[File:hcb.gif]][[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]]) command throw Desperation Move. As Ash does a safe hop upon okizeme, the opponent can't respond to an empty hop with an option select Close [[file:snkc.gif]] or [[file:snkd.gif]]. So if the opponent anticipates a command throw preceded by an empty hop by Ash, the opponent knows that alternate guarding isn't an option and will have to commit to either a risky reversal attack that doesn't get thrown within the start up frames or commit to a jump or hop to escape. Most players would weigh the risks and try to jump, and this is where Ash's option select and R&eacute;compenses comes into play. Ash could simply just empty hop and hold forward and press [[file:snkc.gif]]. If the opponent did jump or hop, the opponent will be caught by a Close Heavy Punch while rising. If the opponent for some reason didn't jump nor reversal with something fast, the opponent will be thrown by R&eacute;compenses. If the opponent is the type to commit to reversals quite often, use Ash's safe jump/hop to confirm the reversal and simply block and punish. Hopefully in most cases, the opponent will respect the safe jump/hop and be more wary in trying a reversal attack. The weakness of the option select with R&eacute;compenses is that it is prone to a simple throw tech by the opponent. So if the opponent is able to read Ash's intents up to this point and is prepared to tech a throw, Ash could just mix up with a real command throw and land a Fructidor dealing damage almost half of the amount of the opponent's life gauge.

Desperation Moves

Apprentice Combos

Strategy

Move Analysis

Normal Moves

Standing Light Punch () - A slight toss of the wrist. This attack is a standard anti-hop attack that carries little risk. One of many anti-air attacks in Ash's repertoire. Just as most do, this Standing Light Punch whiffs upon crouching opponents.

Standing Light Kick () - Although not the fastest light attack, this is a neat low-hitting normal attack to keep note of. This could be used in a middle of a string of attacks or simply be used to catch the opponent off guard if the opponent forgot about Ash's standing attacks that hit low.

Standing Heavy Punch () - The typical far Standing Heavy Punch attack in the same vein as Ryo's or Terry's. What sets this attack apart from the others is that this attack does actually cancel upon hit or block and hits a variety of crouching characters, unlike King's Standing Heavy Punch for example. Ash's Standing Heavy Punch may be used as an anti-air attack against incoming hop approaches or be simply used in blockstrings as a frame trap and to pressure.

Close Heavy Punch (Close ) - Much like Kyo or Iori, this Close Heavy Punch attack is quite fast and functions quite well as a pressure move and as an anti-air. Ash could freely just run forward and press against an opponent maintain safety upon block. If the opponent happens to jump or hop, Ash could anti-air. If the opponent gets hit while on the ground for any reason, Ash could cancel into Floréal ( + ) and easily link a Nivôse ( [Charge] + ) afterwards for a knockdown combo. As Ash is able to easily combo into his charge attacks by buffering the charge during Floréal and Floréal having the ability to combo from many of Ash's normals, Ash can maintain a vast sense of offensive momentum most in ways many charge characters from other fighting games could not. Close Heavy Punch is one of those attacks that complements Ash's game by doing so. As a fast Close Heavy Punch attack, this attack has many applications as a frame trap and blockstring move as well.

Standing Heavy Kick () - A far-reaching, rolling sobat kick. Although a tad more feminine than Guile's rolling sobat kick, Ash's Standing Heavy Kick function just as well. This is attack does respectable damage for its application as an attack that goes over most low-reaching/low-hitting attacks and punishes or counter-hits most grounded attacks. An opponent's answer to this attack from mid-range primarily is to hop over the Standing Heavy Kick during the start up, but a good Ash player should be able to anticipate such a counter attempt and be ready to anti-air the opponent with one of Ash's many anti-air/air-to-air options. In essence, this move is Floréal ( + ) or Floréal (Backward) ( + ) but the speed, in regards to start up and recovery, is in between the two types. While one type of Floréal moves forward and the other moves backwards akin to Guile's rolling sobat going back and forth, Standing Heavy Kick is a Floréal that remains in place. To some extent, Standing Heavy Kick's application is similar to Guile's far Standing Roundhouse Kick by holding position and attacking while buffering the charge time for a Sonic Boom. In Ash's case, it would be for charging his Ventôse ( [Charge] + ). If a player is in need of moving forward to attack with a Floréal, Standing Heavy Kick would be the preferred move due to the speed and recovery it has over the actual Floréal.

Close Heavy Kick (Close ) - Another fast hitting Close Heavy Kick attack. Almost has the same exact application as Close Heavy Punch, but this attack lacks an anti-air function. Instead, the emphasis of this attack is in the low-hitting property and being able to frame trap an opponent while still checking the opponent's ability to block low. One common threat to an opponent is Ash's Fructidor ( + + ), a command throw Desperation Move that does decent damage. So if an opponent is caught trying to alternate guard in response to a tick throw attempt, Ash may blockstring and break an alternate guard with a fast low-hitting Close Heavy Kick from standing. So although Ash may stand up and even walk or run forward and seem to be going for a throw, Ash could fake it and continue to pressure. Much like Close Heavy Punch, Ash may run forward or attack whenever with this move and cancel into a Floréal ( + ) on whim and combo into a Nivôse ( [Charge] + ) upon hitconfirm.

Crouching Light Punch ( + ) - Another standard Crouching Light Punch attack. Doesn't have too much application since Ash could just hitconfirm and cancel into his Unique Attacks or Special Moves with Crouching Light Kick attacks that hit low. If Ash wants to continue walking forward to pressure with crouching light attacks to maintain frame advantage, Crouching Light Punch may be used in this situation as it could stifle jump or hop out attempts early. Ash has other means and setups to maintain offensive momentum that include other aspects that may drive an opponent to error such as high/low/throw mix-ups so Crouching Light Punch will just have a few specific uses compared to other attacks.

Crouching Light Kick ( + ) - One of many Crouching Light Kick attacks in the game, this move is quick and hits low. As usual, this move is handy in high/low mix ups and hitconfirming into combos. Now one of few in the game, this move actually is cancelable. Characters such as Kyo or Iori have to chain into a Crouching Light Punch after a Crouching Light Kick to be able to continue a combo. In this case, Ash doesn't have to and is able to stagger Crouching Light Kicks more effectively than others and still be able to confirm into a combo that knocks down the opponent from a single low-hitting, crouching attack. In conjunction with Standing Light Kick and Close Heavy Kick, these attacks may be used in ways to set up for tick throws with a Desperation Move and make the opponent question whether or not to alternate guard.

Crouching Heavy Punch ( + ) - A great anti-air normal move. Although it may not as fast as Close Heavy Punch, this attack is no slouch either. What this move has over Close Heavy Punch is that Crouching Heavy Punch activates wherever the player is on the screen. Close Heavy Punch has the limitation of only activating when the opponent, obviously, is close. To further note, this attack does have a bit of horizontal coverage so it is just as good to use in blockstrings such as other heavy hitting attacks Ash has. Other than being cancelable upon block or hit, Crouching Heavy Punch may cancel its early active frames into whatever the player feels like. In some cases, the opponent may try to anticipate and react to a whiffed Crouching Heavy Punch and run in and punish. Ash could try to predict this response from the opponent and bait out the opponent's intent and counter by canceling early into a Ventôse ( [Charge] + ). Just be careful as an opponent could just simply roll and punish Ash during the recovery of the Ventôse and punish. Remember, if an opponent rolls on reaction to a simple Crouching Heavy Punch, more likely than not the opponent won't be able to punish Ash unless the opponent has a command throw.

Crouching Heavy Kick ( + ) - Although following in the vein of many Guile archetypes, Ash is bless with a good and fast sweep that is cancelable. As a standard sweep, this has a pretty moderate range and helps Ash be able to punish bad anti-air attempts. Upon whiff, hit, or block, Crouching Heavy Kick does cancel and most commonly into Ventôse ( [Charge] + ) to maintain pressure. If the player is able to set up the opponent well enough, the Ash player should be able to bait an opponent to try to hop on Ash's Crouching Heavy Kick to punish the sweep. Upon reaction to a jump or hop, the Ash could cancel the sweep into a Nivôse ( [Charge] + ) and anti-air the opponent. Be sure to do this on reaction and not by simply guessing, as Nivôse is unsafe on whiff and on block and is susceptible to large punishes. Just remember that regardless of hit/block/whiff that canceling from Crouching Heavy Kick moves Ash forward a tiny bit from Ash's previous position.

Blowback Attack ( + ) - A typical Blowback attack that has a bit of start up but usually has extended active frames and a decent hitbox. In most applications of Ash's Blowback attack, it has mostly been used as an ender to Ash's Hyper Drive juggle combos as it induces a soft knockdown instead of a hit reset and cancels into a Génie ( + or ) to set up for okizeme. Just like Ash's Crouching Heavy Kick, canceling from a Blowback Attack moves Ash forward from his previous positioning. Since the cancel window is during the active frames, this attack is too slow to be an effective kara-cancel without being too obvious that Ash is going to commit to an action.

Jumping Light Punch (Air ) - Akin to Kyo's Jumping Light Kick, this is Ash's answer to the call. Deceptively, Jumping Light Punch has a relatively fast and vertical hitbox that controls the space below it very well. Overall, this is Ash's main jump-in/hop-in attack up close. Although it might have some application as an air-to-air due to the speed of the attack, it is hindered by small horizontal hitbox and would be used as an air-to-air mainly in situations where Ash could overlap the opponent close in the air. In most opportunities, Ash should be avoiding such situations and be able to space the opponent from appropriate ranges with Jumping Light Kick, Jumping Heavy Punch, or with many of Ash's grounded, anti-air attacks.

Jumping Light Kick (Air ) - In the essence of Iori's Jumping Light Kick, Ash's Jumping Light Kick also covers a great deal of the horizontal field. So, this attack is great for Ash trying to limit the opponent's approach as well as checking the opponent's movement towards Ash as Ash tries to get in. Ash has to be careful and not use this move recklessly, as an opponent may gain the positioning under Ash and anti-air with a Crouching Light Kick into a combo as there is no trip guard in the game. If Ash is able angle this air-to-air attack properly, usually if Ash hops and air-to-airs a full or super jump attempt, then Ash would usually be able to run under a hit reset opponent and meaty from behind the opponent as a mix-up.

Jumping Heavy Punch (Air ) - Another of Ash's air-to-air attacks. While Jumping Light Kick covers the space right beside Ash, Jumping Heavy Punch covers that blind spot right above the space Jumping Light Kick controls. Although this attack might be used as prolific as Jumping Light Kick or Jumping Heavy Kick in regards to horizontal movement, this attack does have its functions and moments. As does Jumping Light Kick, this attack could also air-to-air at a certain angle in which Ash could follow up by running underneath the opponent for a mix-up.

Jumping Heavy Kick (Air ) - Ash's other main jump-in/hop-in attack. Although it looks like this attack is similar to K's Jumping Heavy Kick with an arcing kick, Ash's attack is only active as it reaches below Ash's body. So in comparison, Ash's Jumping Heavy Kick doesn't have the same air-to-air functions above and beside the character unlike K' although Ash's attack looks like it would. In the end, it doesn't change the fact that hits attack is still relatively quick and has quite the deep vertical hitbox from a far. When properly spaced, Ash could just do a neutral hop and perform and early Jumping Heavy Kick to pressure an opponent with an overhead attack from a safer distance and it'll be hard for the opponent to respond with an anti-air attack most of the time. If spaced even better, Ash could confirm a hit from a Jumping Heavy Kick and combo with the tip of Crouching Light Kick and combo further into a Special Move that knocks down. Along with Jumping Light Punch, Ash has a few but very capable tools for jumping and hopping in and maintain offensive pressure and momentum.

Jumping Blowback Attack (Air + ) - Although mainly used as an anti-air, this Jumping Blowback Attack is quite comparable to Iori's Jumping Blowback attack not only in animation but in application as an aerial frame trap. If an opponent suspects Ash to jump and tries to anti-air with a grounded normal attack, Ash could hop and do an early Jumping Blowback attack and use the edge of the hitbox to beat out slower anti-air attacks or standing light attacks.

Unique Attacks

Floréal ( + ) -

Floréal (Backward) ( + )

Throw

Récompenses ( or + or [While Close]) - Quite the lascivious, provocative throw, this move has a heightened application in conjunction with Ash's Fructidor ( + + ) command throw Desperation Move. As Ash does a safe hop upon okizeme, the opponent can't respond to an empty hop with an option select Close or . So if the opponent anticipates a command throw preceded by an empty hop by Ash, the opponent knows that alternate guarding isn't an option and will have to commit to either a risky reversal attack that doesn't get thrown within the start up frames or commit to a jump or hop to escape. Most players would weigh the risks and try to jump, and this is where Ash's option select and Récompenses comes into play. Ash could simply just empty hop and hold forward and press . If the opponent did jump or hop, the opponent will be caught by a Close Heavy Punch while rising. If the opponent for some reason didn't jump nor reversal with something fast, the opponent will be thrown by Récompenses. If the opponent is the type to commit to reversals quite often, use Ash's safe jump/hop to confirm the reversal and simply block and punish. Hopefully in most cases, the opponent will respect the safe jump/hop and be more wary in trying a reversal attack. The weakness of the option select with Récompenses is that it is prone to a simple throw tech by the opponent. So if the opponent is able to read Ash's intents up to this point and is prepared to tech a throw, Ash could just mix up with a real command throw and land a Fructidor dealing damage almost half of the amount of the opponent's life gauge.